Good to see forces rallying to my banner and doing a lot of the grunt work for me.
LittleBoots said:
See Insane_Panda and Symphony D. in NES VI.
The goal, originally, was to secure the home islands from all possible avenues of attack and achieve the resources, both monetary and natural, to protect them. Once that was achieved, power projection could truly begin. I was only at that stage when the game ended, but I digress.
LittleBoots said:
Do you think there is a way to represent foolish leaders? Or is it unnecessary, given that if the President/King/Premier is stupid/weak, an intelligent advisor will step in? I am curious because I attempted to roleplay a subpar leader ruining the work of his predecessor when I played the Papal States in BirdNES I. I remember das in INES had a disinterested, weak, hedonistic king for Israel, but he also had a strong High Priest that took over the reigns of power.
I think all players do enough stupid things to simulate going between brilliant and idiotic, though some are clearly better at it than others.

The trick is measuring their
bureaucracy against that. You won't always
have a brilliant staff around you to cover for your mistakes. A great contemporary example is Mike Hucakbee. Even if you
do, that doesn't mean they'll always be useful; another great contemporary example is George W. Bush.
A given player is prone to do stupid things, like try and invade China as Belgium. The moderator has a wide variety of choices: if the bureaucracy is fully incompetent, he can let it go forward, and be a terrible disaster. If only the civilian bureaucracy is incompetent, the military refuses its orders and attempts a coup d'etat or riots or perhaps sits quietly but refuses to comply. If only the military bureaucracy is incompetent, the civilian government might scrap the proposal before it even gets to them and use it to leverage concessions out of the leader, hold a vote of no-confidence, begin to plot against him or her, and so on. If neither is incompetent maybe some brave soul assassinates the clearly deranged head of government. Or they impeach him. Whatever.
The actual factors depend on the current state of a country, its government, institutions, history, and so on. It's possible that players will engineer bad events for themselves over the long term, when they're being explicitly told they're making history as Birdjaguar suggests; but I continue to be skeptical the bulk will ever do so on their own in the
short term where games are measured in years rather than centuries. For that reason, I advocate a dynamic system of government below the player which has its own, possibly entirely different objectives, and will sometimes move to stop, block, and crush the player's own if possible.
LittleBoots said:
In short, is it necessary (or even possible) to compel a little stupidity in high places sometimes, or will the stupidity remain solely player-generated?
I don't think players are stupid. If they see these forces (as described above) at work long enough and don't like the way they turn out they'll probably begin to generate intentional pitfalls themselves so they can progress as they desire while continuing to observe ups-and-downs. The motivation in this game, is metagame based, but the visible results aren't, and as long as those motivations are contained (ie: they're not conspiring with other players to reach a determined objective) then there's no major issue, as the surface appearance will be what affects other players.
The Strategos said:
Fascinating how some ideas are developed by so many different people independently of each other. I've been working off and on since November on creating rules and other set-up for a potential 1450 alt-history, and have been developing it towards many of the areas that others are expressing thoughts towards, specifically, increased emphasis on internal politics and the use of real numbers in excel for formula purposes, but hidden or displayed as vague categories (bad-average-good).
I noted this myself during the Forge of Empires development cycle. I, personally have been working on various things for awhile that have required me to think about all sorts of things and the solutions to them, so it is rather fun to compare notes when possible. That at the end there is a good encapsulation of what I think is necessary in modern rules as well, by the way.
Lord_Iggy said:
Please Symphony, the sarcasm does nothing to make me appreciate your points.
Nor is it supposed to, it's there to convey how annoyed I am at the moment.

das more or less covered everything else.
North King said:
It really shouldn't matter either way.
Indeed.
das said:
Okay, here's the main and fundamental problem that Symphony did point out clearly enough. "Playing to win" implies criticism of the goal; it has already been shown that there's nothing at all wrong with that goal except that it's impossible (and that is not really bad at all); meanwhile, the only issues you bring up here - and these are the issues that should be brought up - have to do with means towards whatever the goal is.
Thank you.
das said:
Why not just exploiting, or metagaming?
I agree, and I think it should be metagaming. Powergaming has different connotations, and I really dislike the iffy, ad hoc definitions NESing sometimes generates to describe concepts that have already been described elsewhere.
flyingchicken said:
Science is the application of the scientific method with the explicit goal of attaining knowledge. Indeed, it has only been part of human society in the past 200-300 years. Any technological advance before that timeframe were combinations of luck, opportunism, and innovation.
The key element of that first sentence is "of the scientific method." People have been trying to attain knowledge long before the scientific method was around, and were often successful in doing so. The benefit of the scientific method is rigorous testing, reproducibility, and methodicism. You can advance quite far long before then, it's just you'll be using trial and error instead. Science is new, but technological development isn't.
LittleBoots said:
On the powergaming issue, I think it really is up to mods to counter that behavior. They are obligated to do what they can to stop it from happening, whether its changing the rules or hitting the player with random events. However, I don't see how the player can be blamed for knowing the rules well and using that knowledge to his advantage. Hidden rules are the perfect solution, although it may stymie rule development.
I would say a better option is to leave the framework (non-statistical effects) and hide simply the machinery (statistical effects). This is a fancy sort of way of resaying what The Strategos already did--rather than giving the player any raw numbers, when possible (unless they're genuinely better, like say, Population) it's better to give them an "indicator" that's tied to numerical concepts.
I do agree though that it's the responsibility of the mod. Players are like cats, of course they want to wander where they will; the mod has to herd them. This is all an exercise in trying better to do that.
Dachspmg said:
I was mostly unwilling to kill the thing because I didn't feel as though I could let those who were playing down, but since quality and speed problems were already doing that anyway, it wasn't hard for a brief conversation with Symphony to push me over the edge into closing.
That's right, people, I inadvertently killed DaNES! Who wants to take a swing at me?
Dachspmg said:
If that's the real explanation for him wasting 88 double sized divisions when I expressly told him to coordinate with me during NES2 VIb, I will...probably not care after the initial flash of anger. But it is damned annoying.
I meant more his reaction of when the war was lost, when he set up two or three entirely different factions in Russia and had each of them try and create a solution with the Allies. The way he ultimately selected which won (the Egalists, if I remember their in-game name right) was a bit metagamey (it was predicated on my pulling out of the Russian Far East, basically, as he had apparently shifted the bulk of his population beyond the Urals somehow) but that is in line with what I suggest earlier in this post and the
concept was good.
He was retaining control of his country yet at the same time changing it in tune to the events in a way which was historically realistic.
Also, each division wasn't individually twice as large, he just got twice as many
of them.
Dachspmg said:
You like that word, don't you?
Says the man who uses the word "yo" inappropriately at almost every opportunity?
Lord_Iggy said:
Thlayli was totally responsible for that war. When he attacks, he acts justified, when he's attacked, he uses it as justification for total war.
QFT. You forgot the heaps of indignation and poorly constructed moral supremacy, though.
